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Returning 24 results for 'both blending diffusing chasing region'.
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both blessing diffusing chasing regions
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
) and Nev (neutral good triton Quandrix professor of theory) grew up literally swimming in magic, in an ocean region near a powerful magical snarl. At an early age, they began to see patterns in the
away any doubts in their prowess. Adrix and Nev now teach as a duo, blending mastery of both of Quandrix’s philosophical perspectives. They constantly debate the merits of various esoteric
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
) and Nev (neutral good triton Quandrix professor of theory) grew up literally swimming in magic, in an ocean region near a powerful magical snarl. At an early age, they began to see patterns in the
away any doubts in their prowess. Adrix and Nev now teach as a duo, blending mastery of both of Quandrix’s philosophical perspectives. They constantly debate the merits of various esoteric
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
) and Nev (neutral good triton Quandrix professor of theory) grew up literally swimming in magic, in an ocean region near a powerful magical snarl. At an early age, they began to see patterns in the
away any doubts in their prowess. Adrix and Nev now teach as a duo, blending mastery of both of Quandrix’s philosophical perspectives. They constantly debate the merits of various esoteric
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
blizzards and other deterrents, visitors still come and go. Among the recent arrivals are four wizards of the Arcane Brotherhood, a powerful society of spellcasters based in Luskan. They’ve come chasing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
blizzards and other deterrents, visitors still come and go. Among the recent arrivals are four wizards of the Arcane Brotherhood, a powerful society of spellcasters based in Luskan. They’ve come chasing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, further isolating the region. Icewind Dale has thus been trapped in a different reality from the rest of the world, for though the sun never rises over the dale, it continues to rise everywhere else
blizzards and other deterrents, visitors still come and go. Among the recent arrivals are four wizards of the Arcane Brotherhood, a powerful society of spellcasters based in Luskan. They’ve come chasing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
the pungent meres. Ancient and unknowing, Abadoom harbors some of Sigil’s darkest secrets. The Loop Even Undersigil has portals, and the worst of them dump their quarries into the Loop. This region is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
fixate on flaws, in themselves and in their surroundings, believing that abnormality is the precursor to evil. They fret over their appearances, chasing impossible standards of beauty and grace
anyone they believe would spoil the lands beyond. Regional Effects The region containing Fortitude’s planar gate is influenced by the magic of Arcadia, creating one or more of the following effects in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate’s current location, but the portal never stays there for long. Regional Effects The region containing Sylvania’s planar gate is influenced by the magic of Arborea, creating one or more of the
Lorfiril, elven god of revelry and mirth—regularly accept. Clout-chasing empyreans routinely appear, eager to gain new followers or quench their foul moods. Party crashers are a common nuisance. A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
the pungent meres. Ancient and unknowing, Abadoom harbors some of Sigil’s darkest secrets. The Loop Even Undersigil has portals, and the worst of them dump their quarries into the Loop. This region is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
the pungent meres. Ancient and unknowing, Abadoom harbors some of Sigil’s darkest secrets. The Loop Even Undersigil has portals, and the worst of them dump their quarries into the Loop. This region is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate’s current location, but the portal never stays there for long. Regional Effects The region containing Sylvania’s planar gate is influenced by the magic of Arborea, creating one or more of the
Lorfiril, elven god of revelry and mirth—regularly accept. Clout-chasing empyreans routinely appear, eager to gain new followers or quench their foul moods. Party crashers are a common nuisance. A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
fixate on flaws, in themselves and in their surroundings, believing that abnormality is the precursor to evil. They fret over their appearances, chasing impossible standards of beauty and grace
anyone they believe would spoil the lands beyond. Regional Effects The region containing Fortitude’s planar gate is influenced by the magic of Arcadia, creating one or more of the following effects in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate’s current location, but the portal never stays there for long. Regional Effects The region containing Sylvania’s planar gate is influenced by the magic of Arborea, creating one or more of the
Lorfiril, elven god of revelry and mirth—regularly accept. Clout-chasing empyreans routinely appear, eager to gain new followers or quench their foul moods. Party crashers are a common nuisance. A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
fixate on flaws, in themselves and in their surroundings, believing that abnormality is the precursor to evil. They fret over their appearances, chasing impossible standards of beauty and grace
anyone they believe would spoil the lands beyond. Regional Effects The region containing Fortitude’s planar gate is influenced by the magic of Arcadia, creating one or more of the following effects in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
contains an abundance of natural caves and fissures. Each of the red dragons that serve the githyanki has a lair deep within this region, jealously guarding its hoard until it is called for service. No
get a foothold in Tu’narath by stealthily entering the district and blending in with a community of survivors.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
contains an abundance of natural caves and fissures. Each of the red dragons that serve the githyanki has a lair deep within this region, jealously guarding its hoard until it is called for service. No
get a foothold in Tu’narath by stealthily entering the district and blending in with a community of survivors.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
contains an abundance of natural caves and fissures. Each of the red dragons that serve the githyanki has a lair deep within this region, jealously guarding its hoard until it is called for service. No
get a foothold in Tu’narath by stealthily entering the district and blending in with a community of survivors.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. She hides in the woods until the characters leave. Her watch post contains nothing of value. Joining the Emerald Enclave
If the party helps Reidoth by chasing off Venomfang, the druid privately
DC 15 Intelligence (History) check. U11: Old Garrison Vicki Pangestu Strange zombies that spew ash puffs threaten the Triboar Trail region The barrack appears to have weathered the years better than
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. She hides in the woods until the characters leave. Her watch post contains nothing of value. Joining the Emerald Enclave
If the party helps Reidoth by chasing off Venomfang, the druid privately
DC 15 Intelligence (History) check. U11: Old Garrison Vicki Pangestu Strange zombies that spew ash puffs threaten the Triboar Trail region The barrack appears to have weathered the years better than
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. She hides in the woods until the characters leave. Her watch post contains nothing of value. Joining the Emerald Enclave
If the party helps Reidoth by chasing off Venomfang, the druid privately
DC 15 Intelligence (History) check. U11: Old Garrison Vicki Pangestu Strange zombies that spew ash puffs threaten the Triboar Trail region The barrack appears to have weathered the years better than
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Luruar, this region of the North is hemmed in by the Ice Spires to the north, the Rauvin River to the south, the Frost Hills to the west, and the desert of Anauroch to the east. Mineral-rich mountain
barn for treasure, chasing chickens and swine in the field, or dancing around 1d4 tied-up prisoners (commoners). The goblins have covered their captives’ heads with old buckets, flowerpots, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Luruar, this region of the North is hemmed in by the Ice Spires to the north, the Rauvin River to the south, the Frost Hills to the west, and the desert of Anauroch to the east. Mineral-rich mountain
barn for treasure, chasing chickens and swine in the field, or dancing around 1d4 tied-up prisoners (commoners). The goblins have covered their captives’ heads with old buckets, flowerpots, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Luruar, this region of the North is hemmed in by the Ice Spires to the north, the Rauvin River to the south, the Frost Hills to the west, and the desert of Anauroch to the east. Mineral-rich mountain
barn for treasure, chasing chickens and swine in the field, or dancing around 1d4 tied-up prisoners (commoners). The goblins have covered their captives’ heads with old buckets, flowerpots, and






